Ok so the concept of there will be more loot to pass around at the end of the scenario, how much loot do you see being picked up in an avg 6 player game if no one is throwing buffs towards acquiring them? MikMik, I could understand that strategy if this game were all inclusive and a one shot. But I assume most people go into this game expecting it to carry on into the next adventure and are probably interested in improving their characters decks (both an intrinsic part of deck builders and of PF RPG not that Im necessarily calling this either but it has roots in both).
Ok and with your 1 at each location theory this works as long as the villain is in the top half of a location that a player is starting at, i do realize some time you can churn through more than 1 card per turn but there are also times when characters get through no cards per turn (being defeated by monsters) as well as times when the timer is shortened (being defeated by the villain. What I am looking for in this thread is a better strategy to go in as a 6 man team to not leave my 5 friends with a distaste for this game, I suppose knowing that this is the hardest of all the modes might work but I would like other options.
Im not following your math, 6 players get 5 turns each in a standard variant of the ACG. the holy candle stick being a non basic item cannot be put into a base deck. So if 6 players are at 6 locations and 2 locations being empty. How many cards is each character supposed to be able to avg through? Each location is what 10 cards? So if we say each character can feasibly get through 1 card each turn, that would be 50 cards left over out of a possible 80 cards that could be the villian. Where as 2 player have 30 turns to deal with 40 cards. Yes I realise some decks may be close early but these are usually more difficult checks, and not all characters can reliably close these.
MikMik wrote:
Ok but at say 2 players you have 4 locations thats an avg of 7.5 explorations per location, when you go up to 6 thats 5 explorations per locations. In the base set there is no way to search for henchmen or to add time back to the blessings deck so unless one of you gets a holy candle by random luck then the difficulty of the 6 player game seems to be a fair bit higher.
Im currently playing chapter 4 of carrion crown and Im considering rolling a bard to replace my character. Im looking for ideas or suggestions on race/class/archtypes and themes for a character and Ive never played a bard. My only request is no stealthing. Any suggestions would be greatly appreciated.
Ok so if a halfing was hiding behind lets say a box, that halfing then attacks from behind the box, only the first attack made will have the possibility of landing sneak attack damage on anyone within thirty feet. The rest of the attacks will then be normal attacks. Unless that character is sniping in which case it gets to make 1 attack which if it hits gets sneak attack damage and then they can roll a d20 to go back into stealth. So when this happens wouldnt everyone "know" where the halfling is allowing 2 checks vs the stealth made at a healthy penalty. And if not, it would only takes one person to pass a perception vs penalized stealth check to allow everyone else a reroll on that perception vs stealth? All for one attack with sneak damage? Also someone could merely walk to the side of the box the halfling is hiding behind to auto see the halfling?
Ok as a pretext Im currently trying to play a halfling sniper but Im having major issues with the stealth rules that are making it incredibly unfun. I would love to try to get a understanding of how they work. So heres my present understandings to stealth and as to how they affect me. To "stealth" one has to be in cover or concealment or pass a bluff check to begin stealthing and end their action inside of cover or concealment. One cannot stealth in a place with out cover or concealment of some sort other wise. One of my fellow players also informed me that a player cannot use other players as cover for stealth even though they count as cover for attacks, no clue where this rule is. Here are some questions assuming the previously mentioned is not erroneous. If i stealth from cover out of cover am I immeadiatly perceived by everyone with LOS on me? This seems odd as people have 360 degree vision all the time normally. Each round I have to roll a stealth check to see how well i continue to stealth? To be detected each opponent can make a perception roll vs me as an immeadiate action each round? And if one of them sees me they can just yell out where i am buffing everyones chances to see me as free actions. If I stealth someone where in cover and I move from cover to another place with cover with a stretch of no cover in between am I then unstealthed?
Going to be joining a Serpent Skull campaign as an 8th level character, and Im considering playing a Saurian Shaman. I really enjoy the idea of the shaman, but Ive read that wildshaping druids past lvl 10 are facing an uphill battle. Should I consider multiclassing to help out in combat or just think of something else fun?
Spoiler: So my players raided Drelevs tower at night and in the course of ransacking the tower they alerted Imeckus's familiar, which in turn alerted imeckus and his sister. The PCs where very concerned about how the tower seemed empty, especially since they let Baron and his GF know they were on the top floor before the could get the jump on them, allowing them to flee down the secret passages. So the main fight happened out in the inner court yard with all of the remaining guards and the Baron and friends. I had rebuilt Drelev as a Aldori Swordlord (Fighter/Duelist) and made him skilled with disarming. The guards did their best to impede the party as the Baron and Imeckus tried to dismantle the PCs, with the bard trying to bolster the troops. One of the more amusing moments was when my Drelev greater disarmed our inquisitor flinging his sword behind him moments before imeckus summoned a wall of force further impedeing our inquisitor from his weapon.
Im in the middle of a campaign and my rogue is taking the stint of being a non lethal dealing rogue when the opportunity rears its head. Its nice to be able to interrogate the victims. I have taken sap adept and mastery and I am currently lvl 7. I also have a few ranged skills to help me not lose all my hit points as I dont have many. Are there any feats weapons ect I should be looking towards?
Is there a spell or a way that would shrink a large weapon to a medium weapon, or the opposite. Playing a small class size character the majority of the gear you come across is going to be the wrong size for you. It would seem weird that no spell caster or w/e has come across a way to change the size category of items in Golarion.
Im thinking of playing a character in carrion crown who is a conspiracy theorist and likes to preemptively blame unknown things upon the machinations of secret societies. The problem is I dont know of many! This is where you come in! What secret societies in Golarion should I add to my repertoire of suspects!
a few questions about our feathered friend: Ok so the Giant Owlbears at the end of RRR.
1. Are these natural occurences, being giant and all. 2. will the babies be giant if not? Also not related to owlbear but about how long of a time frame do you allow between River Runs Red and the Vanishing at Varnhold
1) what bonuses do roads have? 2) what benefits does the mine give? 3) It suggests giving the players a year to build their kingdom. Do they mean a year with out events? 4) unrest seems to be a pool and not a static + or - is this true? Did I skip something big here that defines how unrest works. This seems kind of crutial lol
At the beginning of stolen lands it seems as if they are plunked down at olegs and expected to know what to do from there. They have a charter, but It doesn't mention when or if they should ever contact whom gave them the charter, and by what means. Or what reward they will gain from exploring and mapping the land. Have I missed something?
A few of my players are in another game that is now running serpents skull. We just finished up the first module, and Im wondering if switching them to carrion crown would work as the 2nd module is for 4th players (which they are). I dont own the first module of carrion crown but I picked up the second one to consider this with. All the PCs are on a boat (end of the first SS module) what kind of things would I need to be cautious of if i make this switch?
My campaign starts tomorrow, and one of my players has another dnd group that will be starting serpents skull campaign shortly after us (week or 2). The other game will surpass us as they meet more frequently and play longer sessions. Im not worried about the player bringing out of character knowledge into the game and destroying it. What i am concerned about is that they will be holding themselves back since they know whats in store. Does this campaign have alot of plot twists and intrique?
Also: Do you guys split loot with the npcs? Experience? My main concern right now is with part 1 of serpents skull. sidenote: Everything in this module seems so dynamic, it seems really awesome and I hope i can do it justice, I just don't want to flubb up and leave some key item unmentioned, or some important villian lacking :D!
Im starting a campaign with some friends, and I havent DMed in years. Reading through the module it seems rather awesome but it also feels like i should have a flow chart as back up lol. How many NPCs is it typically for a party to run around with. Do your partys normally bring everyone on the tougher fights and leave some at the camp for the easier ones? I got the map pack and laminated the island map for the first book, I think that will help me and the party know whats going on, any other things that trip people up that could be avoided?
My dnd group has been playing for months now and one of our players doesnt have the basics of combat down, im not sure why hes not catching on. Does anyone know of a simplified example of instructions on how combat plays out? Im hoping with possibly getting the ground rules down, he might then start picking up on the smaller stuff more easily.
My gripes:
2) Defending vs spell casters for a physical DPSer is very feat intensive beyond blowing feats into imp save throw vs what its seems to me to be an increasingly huge array of spells to answer most casters whims. 3) the lack of a good defensive prestige class. that said Im still very fond of PF
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